Welcome to Quake 1.5, today i'd like to showcase a few of the new features of the upcoming mod

The first is the level selection menu

This menu scans your client's maps folder for all installed levels and lets you change to any you'd like. You can just tap enter and it has the same effect as typing in the console "map ", a convenience feature for those who install a lot of custom maps, hitting the HOME key takes you to this screen:

Here is the server menu, which allows you to control your typical multiplayer options as well as mod related options, such as enabling life-based survival for cooperative play and cycling custom gametypes - this has the added advantage of letting you select any map you want unlike the vanilla menu.

Onto media and gameplay additions, one of the biggest of which:

Capture the flag support! CTF was built from the ground up with custom HUD elements, and it supports ALL the classic Threewave CTF maps so there's already a large catalog of maps to play. Bot support is included though it is currently rudimentary and they mostly either defend, roam the map or follow the player.

CTF also works on vanilla single player maps though support is rough, for instance E1M2 is currently not functional as a CTF map.

Another custom gamemode for the cooperatively inclined:

Notice the number at the top of the screen - that's your life counter. Server hosts can customize the amount of lives each player has

Once you run out of lives you cannot respawn until a live player picks up a megahealth, or finishes the level

You respawn where you die (unless it's in a hazard like lava) and other players cannot steal your backpack.

A recent addition for Quake purists, centered weapons!

All guns now support being placed on either the right or centered, with tweaked animations to match, accessible straight from the mod menu:

Demonstration of the tweaked animations and position:

Hope you guys have enjoyed this update! The mod is mostly where it needs to be and is in the playtesting/bug hunting stage, expect more details on a beta release soon!

Some more general media, since I'm sure you guys want more bloody details:

Two different code bases so it can't be without manually being combined, and even then AD's code is reformatted differently from Quake, so it would take a lot of tweaking. I did port and remake some AD features/enemies so there is some overlap, so you could play some levels with varying degrees of success.

The centered weapons will have a drop in versions that should work with AD though